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WombRaider

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Everything posted by WombRaider

  1. When I hear back from STORM on his beta test of my EA-18G mod of Erwin_Hans's F-18F, you will need to be very afraid of mobile and stationary SAMs. I am going to be releasing it soon. Making them just to mobile_AAA is a big help, but the missile data, and the object datas need to be close, at least that is what I have concluded in my hours of testing. I even am adding Lexx_Luthors rocket exhaust. The bunyap, and default SAM effects are hard to see, his effects are a nice addition. Warren
  2. Most of your Anti-Aircraft stuff in your ObjectData.cat file are from Egypt. I just changed it to Soviet, with an export option. Have not noticed that there is a difference at all, but you can change them to your liking.
  3. No F-117 in DS? Yes, I totally agree, you need to put an E-gun to his head, and make him release it. I would like to see his naval flanker, and Frogfoot too. I have always wanted a Soviet counterpart to my A-10A ;)
  4. File Name: AC-130A Gunship UPDATED File Submitter: WombRaider File Submitted: 17 Oct 2008 File Category: Multi Engined Aircraft --------------------------C-130A Spectre Gunship---------------------------------- Thanks for downloading! This is a little mod of the stock C-130A offering available in the Wings Over Europe game, and in Strike Fighters Project One/Gold. I simply added some guns, and a nice cockpit, and painted it. This was released a few years back, but the lineup of the weapons were all defunct. I went ahead and placed the proper guns, and added a new one......A freaking M102 Howitzer cannon! It is a makeshift upgrade I did, and I like the results. It is pretty devistating as well. You will need Del's C-130 cockpit to make this work, or alternately, you an use whatever cockpit you want. I supplied an enhanced avionics suite, and also moved the cockpit position. The US Air Force uses the AC-130 gunships for close air support, air interdiction, and force protection. Close air support roles include supporting ground troops, escorting convoys, and flying urban operations. Air interdiction missions are conducted against planned targets and targets of opportunity. Force protection missions include defending air bases and other facilities. Stationed at Hurlburt Field in Northwest Florida, the gunship squadrons are part of the Air Force Special Operations Command (AFSOC), a component of Special Operations Command (SOCOM). INSTALL: 1.extract zip to root of your sim. 2.add weapon and gun data provided below 3.Copy/paste the cockpit folder from Del's C-130H ,J, or which ever one you have into your AC-130A folder. 4.Blow stuff up. ////THANKS\\\\ I want to give a huge thank you to Dels,Combatace, and the original author of the AC-130 gunpod. Without you, none of this would be possible. Del's makes some nice C-130s, and be looking forward to my mod of his bird next. I am going to make an AC-130U Spooky out of it. Look for that here soon, hopefully! ///DATA Here are the entries for the weapon editor for the 2 pods. Add them to your Weapondata.ini file. Replace the WeapondataXXXX with the next number in sequence. Then use the weapon editor, open the forementioned Weapondata.ini file with it. Save it, and close! You are done. If you have bunyaps weapon pack, or any others installed, do a quick search of your ini to make sure you do not have these already. The guns are in the next section. Pretty much the same thing, but you open your GunData.ini file instead. After that, open the gun editor. Open the Gundata.ini file, then save. You are now ready to go kick some ass! ///WEAPONS/// [WeaponDataXXXX] TypeName=AC-130 FullName=AC-130 gunpod ModelName=AC-130 Mass=100.000000 Diameter=0.000000 Length=0.000000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,USAF SpecificStationCode= NationName=USAF StartYear=0 EndYear=0 Availability=0 BaseQuantity=2 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=3 GunTypeName=20MM_M61A1 MaxRounds=45000 MuzzlePosition=0.000000,0.000000,0.000000 LightPosition=0.000000,0.000000,0.000000 AimDirection=0.000000,0.000000,0.000000 EjectShells=0 [WeaponDataXXXX] TypeName=Howitzer FullName=Howitzer Cannon ModelName=Kanonenbehaelter_MK103 Mass=100.000000 Diameter=0.000000 Length=0.000000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,USAF SpecificStationCode= NationName=USAF StartYear=0 EndYear=0 Availability=0 BaseQuantity=2 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=3 GunTypeName= MaxRounds=0 MuzzlePosition=0.000000,0.000000,0.000000 LightPosition=0.000000,0.000000,0.000000 AimDirection=0.000000,0.000000,0.000000 EjectShells=0 [WeaponDataXXXX] TypeName=M38 Jeep FullName=M38 Jeep ModelName=M38JEEP Mass=4000.000000 Diameter=0.090000 Length=3.340000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,USAF,USN SpecificStationCode= NationName=USAF StartYear=1960 EndYear=2040 Availability=3 BaseQuantity=200 Exported=TRUE ExportStartYear=1960 ExportEndYear=2040 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=TRUE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName= DragAreaMultiplier=60.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=1 ReleaseAnimationTime=0.000000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=0.000000 [WeaponDataXXXX] TypeName=Paratrooper FullName=Paratrooper ModelName=Paratrooper Mass=85.000000 Diameter=0.200000 Length=2.000000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,USAF,USN,UK SpecificStationCode= NationName=USAF StartYear=1938 EndYear=0 Availability=3 BaseQuantity=1000 Exported=TRUE ExportStartYear=1938 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=TRUE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=ParaGreenEffects DragAreaMultiplier=20.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=90 MaxTurnRate=25.000000 MaxLaunchG=5.000000 LockonChance=98 LaunchReliability=90 ArmingTime=0.000000 SeekerFOV=5.000000 SeekerGimbleLimit=45.000000 SeekerTrackRate=50.000000 SeekerRange=25000.000000 ReleaseAnimationID=1 ReleaseAnimationTime=2.000000 ReleaseAnimationDelay=0.800000 EODisplayFlags=0 CEP=0.000000 //////Guns---------------------------------------- [GunDataXXX] TypeName=105MM_M102 FullName=105mm M102 Howitzer Caliber=105.000000 ROF=8.000000 MuzzleVel=472.000000 AmmoWt=15.000001 WarheadWt=3.200000 Reliability=100.000000 Accuracy=95.000000 AddLight=TRUE MaxLightRange=2000.000000 FireColor=0.400000,0.360000,0.256000 GunFireEffect=ArtilleryFireEffect GunFireSound=TankGun EffectClassName=ArtilleryEffects EffectTime=0.100000 TracerTexture=Tracer3.tga TracerSize=0.200000 TracerDistFactor=0.002000 TracerLength=0.018000 MaxVisibleDist=400000.000000 MaxStreakVisibleDist=100000.000000 TimeFuzed=FALSE [GunDataXXX] TypeName=57MM_S68 FullName=57mm S-68 Cannon Caliber=57.000000 ROF=120.000000 MuzzleVel=1000.000000 AmmoWt=2.850000 WarheadWt=0.154000 Reliability=95.000000 Accuracy=62.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=37mmFireEffect GunFireSound=AAA EffectClassName=37mmEffects EffectTime=0.100000 TracerTexture=Tracer2.tga TracerSize=0.200000 TracerDistFactor=0.002000 TracerLength=0.018000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=TRUE [GunDataXXX] TypeName=7.62MM_M134 FullName=7.62mm M134 MiniGun Caliber=7.620000 ROF=4500.000000 MuzzleVel=1000.000000 AmmoWt=0.007000 WarheadWt=0.000000 Reliability=100.000000 Accuracy=70.000000 AddLight=TRUE MaxLightRange=1000.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=20mmFireEffect GunFireSound=Vulcan EffectClassName=20mmEffects EffectTime=0.050000 TracerTexture=Tracer.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=2000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE Click here to download this file
  5. I tried to add the old terrainengine.dll, and the game CTDs upon loading. That was the first thing I tried yesterday when I noticed the trees problem in the first place. How is TK doing on tracking down our trees? Warren
  6. I had a wild hair to make a new SEAD plane to take over the aging (and somewhat poorly FMed) EA-6B Prowler for modern SEAD missions. What do you guys think about this...... An EA-18G Growler, the new EA aircraft coming to the fleet. I am nearly done. I used Erwin_Hans's FA-18F, gave her a good FM tweak, and made a kick ass VAQ-132 Skin for her. The Pods were an issue for the sidewinder stations, as there is no model for the weird looking pods on the wingtips. I made due with something I found in the game. What you see above is the CAG bird, there are less vibrantly painted normal squad mate planes too. I will be releasing this under the freeware licensing agreement. ....Erwin_Hans, you build a kick ass FA-18F Warren
  7. Well, the new patch did not nerf this project, so be ready for release.... REAL SOON! Warren
  8. When you see this in the DATA file of a SAM ground vehicle....... [WeaponSystem] TargetType=AIR MissileRange=24000.000000 <--- is this feet, miles, meters? MinMissileRange=100.000000 <----- same question as above.... PitchAngleRate=5 MaxPitch=80 MinPitch=30 DefaultPitchAngle=30 YawAngleRate=55......... Thanks Warren
  9. I use Paint.net, it is a free version of PS. You can do layered TGAs, it has the magic wand, effects, contrast, everything for free! What do you guys think of me adding my updated SAMs to the package? I spent a while redoing most of the SAMs, they all work now, even the SA-9 Gaskins, and chaparrals (never seen them fire before today) I had at least 20 SAMS fired at me in one mission. It is truly a deadly battlefield on both sides. They are not totally over exaggerated, and I used real world data for the ranges, and warheads, and seakers. You can still evade them, but it is EXTREMELY hard. It feels like Falcon 4 AF. I get shot down a buttload by SAMs in that game. Good Hunting Warren
  10. Yes, the short version, but people cannot make it that simple. It took me 3 seconds to get my weapons set up. Warren
  11. SAM Ranges

    Sweet, thanks a million! I need to go and reduce some ranges, sheesh! I made the SAMs way more deadly, I often start entering a combat zone hearing SAM LAUNCHED, SAM LAUNCHED about 20 times, but they are firing too prematurely! Warren
  12. LOL! Sorry, a little downside to using the mod. But honestly, you are not aiming the guns in real life either, a crew does that for you. The real reason is they I do not know how to add a gunsight to the side window of an aircraft. If someone could possibly help me out on that, I would like that! If you want, you can ditch the pit, and use the one that came with the original AC-130A available here, on CA. Warren
  13. I have about 4 or five packs of weapons from different authors integrated into a schmorgousborg of weapons to rain down on the enemy. Do it in this order below, and you will have a buttload of weapons to play with. YOU CAN STILL HAVE BUNYAP'S ADDON! I would listen to Wrench, he is wise in his ways, lol! 1.Install WOE/I/V <---Self explanatory! 2.Patch the game with the Sept 08 patch. (I agree with wrench, if you do not use modern planes, do not patch the game, all of them are nerfed beyond all recognition! If is not broke, don't fix it, you know what I mean.) You will have to heavily edit some DATA.ini's, and half your time you will be spending blowing up on the runway, or crashing into the ground, or worse 3.Delete any Weapondata file you have, and extract the 2 WeaponDATA files from the ObjectData cat file and leave it in the objects folder where it sits for now. 4.Grab bunyap's weapon pack, and install it to a temp folder. Rename the Weapondata.DAT, and the WeaponDATA.ini with an x at the end, or something! Copy/paste all the weapons folders, effects, and such into your patched game's directories. 5.Either download, or open the weapon editor. Hit the open button. It usually defaults to the weapon folder, but you do not want to open that one first!!!! Open the extracted one from the ObjectDATA.cat file first!!!!!! Hit the import/merge button, and now go to your weapons folder and open the Bunyap WeaponDATAx.ini. Aftyer all the weapons show in the list, save the file. (AS A LITTLE EXTRA, BEFORE SAVING GO THROUGH AND SET THE SOVIET WEAPONS TO WP ATTATCHMENTS AND US,AND ALLIED PLANES TO NATO. REMOVE ANY ATTATCHMENT COUNTRIES FOR YOUR SAMS SO THEY DO NOT SHOW UP AS SAHMs AHMs and IRMs ON YOUR AIRCRAFT. ALSO OPEN ALL YOUR PLANE'S DATA FILES AND MAKE SURE THE STATIONS ARE SET TO NATO AS WELL!!!) 6. Check to make sure that you have a new WeaponDATA.ini and WeaponDATA.dat file in your weapons folder. If the renamed Bunyap ones are still in there, then delete them, and you are done. 7. You can do this with any weapon pack, even the MF ones. Alsways remember to merge the new into the old, not the old into the new. Open the old Weapondata, then merge it with a new pack. 8. I think this deserves a sticky in the knowledge base. Good Hunting Warren
  14. Hey Erwin, why not take care of us Navy fliers and give us a carrier capable Flanker, should just have to add a tailhook by the most part. That would be awesome! Warren
  15. Or, alternately, you could fix that easily, yourself. Open your cockpit ini, scroll down to [cockpitseat001] Notice about 3 lines down you see position. There are 3 numbers Position=0.0,0.0,0.0<----- not what you have, but this is an example. The 3 numbers are the axis at which the cockpit is positioned 0.0 (left and right) 0.0 (forward and back) 0.0 (up and down) Now, the numbers can be positive, or negative. think of it as X,Y,Z coordinates. 0.0(left and right) if you want to go left, make the number a bigger negative number ie -0.65 NOTICE THE NEG NUMBER 0.0(forward and back) if you want to move forward a bit, go with positive numbers ie 0.65 NOTICE THE POS NUMBER 0.0(up and down) if you want to go up, use positive, down, use negative ie 0.65 NOTICE POS NUMBER If I had the YAP aircraft I could fix it for you, but since I do not, you have to do it : ( If you ware wanting to go more right, there must be a negative number. Remember negative numbers go backwards, so if it is oh say -.65 and you want to go more right, try making it -0.15 or even 0.0. Hope this helps Warren
  16. Okay, so I was flying today, and I noticed something when I loaded paratroopers in with my AC-130. When I opened the bombay doors, this happened... I thought it was pretty damn funny, and I have seen it once before, a long time ago. What causes it? Warren
  17. LMFAO! So no one knows why the paratroopers are not to "scale" anymore? It happens to every plane, so I know it is the weapon itself..... Thanks Warren
  18. since the A-6, and F-8 really had no canopies to open, I made it so their wings are folded when they are parked. The Readme has no data in it, I just realized that. What I wanted to write in it, was in the header for the mod. the animation control is set to animation_1 Warren
  19. Version

    1,082 downloads

    This is just yet another open canopy mod, but I went a bit further... For one, mine covers about every TK sim there is. Under the new code, every plane does something(except A-10,A-7s, and Harriers) The A-6, and the F-8E both have folding wings, and will be in that stance when you see them parked on the taxiways. The A-4 DATA inis include the non floppy deck crash into the carrier deck anomoly already installed! I also included all of the available Mig, and Su aircraft in on this mod too! To install.... 1. You need the latest patch (except for SFG) 2. If you have a mutant ninja install, this is set up for you! Just unzip to your sim's folder 3. If you do not have a merged install, you need to extract to a temporary folder, then place the plane folders individually. 4.To use the canopy, or wingfold 5.There are several cockpits available for the Mig-21s, and the Mig-17s, and Mig-19s. To make use of this mod fully, you might want to get some flyable red stuff going! I hope you can make use of these files, they definitely added some immersion to my experience to the sim. Good Hunting Warren
  20. Here is my try at the SS of the month........
  21. I am glad you guys like it. As for the AC-130U, I am in the process of working on that on the side. To counteract the force of the Howitzer, turn your rudder the opposite way you are firing, to keep better control. Thanks Warren
  22. Freaking awesome man, this is such an overlooked plane of early naval history. Now I have the 2 weirdest planes! The Skyray, and the Cutlass. Thanks for the hard work, it is much appreciated. Warren
  23. Hey guys, I am having a small problem with the latest patch! It seems that the C-130 flies well when it is on autopilot, or the computer is flying one, but once I take the controls, it just loses all yaw and pitch controls, and I fall from the sky. I DID NOT TOUCH THE FM. When I started with the modded AC-130, it was nerfed, so I basically redid the AC-130 mod, but used the stock C-130 to do it. It was quite easy (after I figured out the gun firing issue) But I can not get the plane to fly to save it's life! Does anyone have any ideas? If it using the stock FM form TK, I would figure it would fly. The plane is not too heavy as the AC-130 gunpod is well below the set limits in the cargo bay. Weird.... Thanks Warren
  24. I bet I know what happened! When you patched the game, you got a new Missleobject.ini. You need to add this to it. It is a slightly modified version than lexx's. Open your MissleObject.ini and add this under the WeaponTypeList=WeaponData.dat part at the top. [KT003Effects] AirBurstEffectName=KT003 AirBurstSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 [KT030Effects] AirBurstEffectName=KT030 AirBurstSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 [KT300Effects] AirBurstEffectName=KT300 AirBurstSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 [MT003Effects] AirBurstEffectName=MT003 AirBurstSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 [MT030Effects] AirBurstEffectName=MT030 AirBurstSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 [LKT000Effects] ObjectHitEffectName=LKT000 ObjectHitSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 [LKT003Effects] ObjectHitEffectName=LKT003 ObjectHitSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 [LKT030Effects] ObjectHitEffectName=LKT030 ObjectHitSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 [LKT300Effects] ObjectHitEffectName=LKT300 ObjectHitSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 [LMT003Effects] ObjectHitEffectName=LMT003 ObjectHitSoundName=Nuclear.wav GroundHitSoundName=Nuclear.wav WaterHitSoundName=Nuclear.wav ObjectHitSoundName=Nuclear.wav CraterType=5 I hope this helps..... Lexx, I have too much fun nuking cities thanks to your mod. I cannot thank you enough for it. My only problem is the whole nuclear wav, I never hear it, not even once. I switched all my stuff to fuelairexplosives like julhelm did to make them more destructive, problem now is, they are too damn destructive. I can not only wipe out a whole airport, I have never lived to make it back to base to check for sunburn. I keep dying, even at 25000 feet. Julhelm's bombs have more punch than bunyap's offerings. I am thinking of integrating the MF weapons pack next, is it feasable to import the MF weaponpack into the one I already have? I have a freaking huge selection already though.
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